Weapon Framework
A toolkit for adding weapons to Stick Fight: models, behaviours, effects and sounds, with 12 new weapon categories and modded weapons all on Menu Overhaul's WEAPONS screen. Local play only.
By maewing
CHANGELOG
Changelog
1.0.2
- The WEAPONS screen's preview shows a modded weapon's own model even before any player has carried it, instead of the weapon it was built from (Blink Katana showed as the sword).
1.0.1
- The Bouncer is now under RIFLES instead of SHOTGUNS.
- A category switched off on the weapons screen now always stops its weapons spawning, also when a weapon mod spells the category's id with different capitals. Moving a weapon to another category (
WeaponRegistry.SetCategory) now applies to the spawns straight away. - A weapon whose pickup couldn't be made is left out of the spawns instead of making the game throw an error each time it was drawn.
- A modded weapon that runs out of ammo no longer leaves its code running on the dropped copy until the map changes.
- Smoother with many modded weapons around: held weapons' hooks, the framework's projectiles and placed gadgets (mines, traps) make far less garbage each frame.
- A weapon mod's hook that throws an error is reported once instead of every frame; the same for a spawn-weight provider failing on a weapon.
1.0.0
- First release.
- 12 weapon categories and modded weapons (marked MOD) on Menu Overhaul's WEAPONS screen (Menu Overhaul is required), with choices saved per weapon.
- Drop chances and ticket sliders on every weapon with Spawn Rate Changer 1.1.0 or later.
- An API for adding weapons and categories: models, hooks, alternative fire, charging, projectiles, explosions, deployables, status effects, deflection, effects and sounds.
- Custom sounds for any weapon from a folder of .wav files.
- Debug keys and a training mode for making weapons.
- Local play only: online matches use the game's own weapons and odds.